Base Class: Fighter
Dragonborn Rune Knight
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Stolen and altered to suit their own purposes by Dragonborn long ago, Rune cutters can be found among many clans of Dragonborn, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the dragonborn work carved into a hill or cave, learned of the runes from a sage, or met a Dragonborn cutter in person, you studied the Dragonborn craft and learned how to apply magic runes to empower your equipment.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic.
Rune Carver
3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
|
Fighter Level |
Number of Runes |
|
3rd |
2 |
|
7th |
3 |
|
10th |
4 |
|
15th |
5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Red Dragon Rune (10th level or higher ) This rune grants the infamous rage of the red dragon. When wearing or using something with this rune on it, it grants the user advantage on intimidation checks, and increased criticals (crit on a natural 18, 19, or 20) when below half hitpoints.
In addition, you can activate this run to light your weapon on fire as a bonus action, doing additional 2d6 fire damage per strike, for one minute. Once invoked, you can’t do so again until after a short or long rest.
Blue Dragon Rune The blue dragon's natural ability to command lesser beings flows through this rune. While wearing or carrying an object with this run, you have advantage on persuasion checks and perception checks.
In addition, you can activate a lightning burst as an action, damaging all creatures within 10 feet with 3d10 lightning damage (dex save for half). Once this ability is used, it cannot be used again until after a short or long rest.
Black Dragon Rune (7th level or higher) The Black dragon's cruel nature and love of decay is emulated through this rune. While wearing or carrying an object with this rune, you have advantage on insight checks. Also, saving throws made against the abilities of undead creatures or necromantic spells are made at advantage.
In addition, the user may use sinister strike as a bonus action, allowing one additional melee attack that, if it hits, does an additional 2d6 acid damage. Once this ability is used, it cannot be used again until after a short or long rest.
Green Dragon Rune This rune grants the user the cunning of the green dragons. While wearing or carrying an object with this rune, the user is granted advantage on deception and sleight of hand checks.
In addition, the caster may use overgrowth, all normal plants within a fifty-foot radius of the caster become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every foot it moves. The caster is not affected by this and the effect lasts for 10 minutes. Once used, this can’t be used again until after a short or long rest.
White Dragon Rune The primal nature of the white dragon comes through this rune. While wearing or carrying an object with this rune, the user is granted advantage to survival and stealth checks.
In addition, when damaged, the runknight can use its reaction to heal themselves 1d10 +con bonus + levels of fighter. This can be used even if the damage would cause the rune knight to fall below 0 hit points.
Chromatic Rune of the Dragon Queen (15th level or higher) The ultimate rune of the chromatic dragons. While wearing or carrying an object with this rune, the user is granted the ability to perform elemental strikes. One attack per turn the rune knight cause an additional 1d6 of fire, cold, acid, lightning, or poison damage on a successful attack. The rune knight can also use his reaction to give himself resistance to one of the above damage types for one attack or effect.
Dragon’s Might
3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of dragons. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
7th-level Rune Knight feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Dragon’s Might feature increases to 1d8.
Master of Runes
15th-level Rune Knight feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Dragon’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Bonus Proficiencies
3rd-level Rune Knight feature
You gain proficiency with smith’s tools, and you learn to speak, read, and write Draconic
Rune Carver
3rd-level Rune Knight feature
You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Runes Known
| Fighter Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Red Dragon Rune (10th level or higher ) This rune grants the infamous rage of the red dragon. When wearing or using something with this rune on it, it grants the user advantage on intimidation checks, and increased criticals (crit on a natural 18, 19, or 20) when below half hitpoints.
In addition, you can activate this run to light your weapon on fire as a bonus action, doing additional 2d6 fire damage per strike, for one minute. Once invoked, you can’t do so again until after a short or long rest.
Blue Dragon Rune The blue dragon's natural ability to command lesser beings flows through this rune. While wearing or carrying an object with this run, you have advantage on persuasion checks and perception checks.
In addition, you can activate a lightning burst as an action, damaging all creatures within 10 feet with 3d10 lightning damage (dex save for half). Once this ability is used, it cannot be used again until after a short or long rest.
Black Dragon Rune (7th level or higher) The Black dragon's cruel nature and love of decay is emulated through this rune. While wearing or carrying an object with this rune, you have advantage on insight checks. Also, saving throws made against the abilities of undead creatures or necromantic spells are made at advantage.
In addition, the user may use sinister strike as a bonus action, allowing one additional melee attack that, if it hits, does an additional 2d6 acid damage. Once this ability is used, it cannot be used again until after a short or long rest.
Green Dragon Rune This rune grants the user the cunning of the green dragons. While wearing or carrying an object with this rune, the user is granted advantage on deception and sleight of hand checks.
In addition, the caster may use overgrowth, all normal plants within a fifty-foot radius of the caster become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every foot it moves. The caster is not affected by this and the effect lasts for 10 minutes. Once used, this can’t be used again until after a short or long rest.
White Dragon Rune The primal nature of the white dragon comes through this rune. While wearing or carrying an object with this rune, the user is granted advantage to survival and stealth checks.
In addition, when damaged, the rune knight can use its reaction to heal themselves 1d10 +con bonus + levels of fighter. This can be used even if the damage would cause the rune knight to fall below 0 hit points.
Chromatic Rune of the Dragon Queen (15th level or higher) The ultimate rune of the chromatic dragons. While wearing or carrying an object with this rune, the user is granted the ability to perform elemental strikes. One attack per turn the rune knight causes an additional 1d6 of fire, cold, acid, lightning or poison damage on a successful attack. The rune knight can also use his reaction to give himself resistance to one of the above damage types for one attack or effect.
Black Dragon Rune
The Black dragon's cruel nature and love of decay is emulated through this rune. While wearing or carrying an object with this rune, you have advantage on insight checks. Also, saving throws made against the abilities of undead creatures or necromantic spells are made with advantage.
In addition, the user may use sinister strike as a bonus action, allowing one additional melee attack that, if it hits, does an additional 2d6 acid damage. Once this ability is used, it cannot be used again until after a short or long rest.
Blue Dragon Rune Rune
The blue dragon's natural ability to command lesser beings flows through this rune. While wearing or carrying an object with this rune, you have advantage on persuasion checks and perception checks.
In addition, you can activate a lightning burst as an action, damaging all creatures within 10 feet with 3d10 lightning damage (dex save for half). Once this ability is used, it cannot be used again until after a short or long rest.
Chromatic Rune of the Dragon Queen
The ultimate rune of the chromatic dragons. While wearing or carrying an object with this rune, the user is granted the ability to perform elemental strikes. One attack per turn the rune knight causes an additional 1d6 of fire, cold, acid, lightning, or poison damage on a successful attack. The rune knight can also use his reaction to give himself resistance to one of the above damage types for one attack or effect.
Green Dragon Rune
This rune grants the user the cunning of the green dragons. While wearing or carrying an object with this rune, the user is granted advantage on deception and sleight of hand checks.
In addition, the caster may use overgrowth, all normal plants within a fifty-foot radius of the caster become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every foot it moves. The caster is not affected by this and the effect lasts for 10 minutes. Once used, this can’t be used again until after a short or long rest.
Red Dragon Rune
This rune grants the infamous rage of the red dragon. When wearing or using something with this rune on it, it grants the user advantage on intimidation checks, and increased criticals (crit on a natural 18, 19, or 20) when below half hitpoints.
In addition, you can activate this rune to light your weapon on fire as a bonus action, doing additional 2d6 fire damage per strike, for one minute. Once invoked, you can’t do so again until after a short or long rest.
White Dragon Rune
White Dragon Rune The primal nature of the white dragon comes through this rune. While wearing or carrying an object with this rune, the user is granted advantage to survival and stealth checks.
In addition, when damaged, the runeknight can use its reaction to activate Cold Embrace, in order to heal themselves 1d10 +con bonus + levels of fighter. This can be used even if the damage would cause the runeknight to fall below 0 hit points. Once used, this can’t be used again until after a short or long rest.
Dragon's Might
3rd-level Rune Knight feature
You have learned how to imbue yourself with the might of Dragons. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
7th-level Rune Knight feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Dragon's Might feature increases to 1d8.
Master of Runes
15th-level Rune Knight feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Dragon’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Previous Versions
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